









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Items Vault 1.7.6Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Thalore |
Class | Cursed |
Level / Exp | 41 / 38% |
Size | medium |
Lifes / Deaths | Killed by sick giant venus flytrap at level 8 on the 7th Mirth 122nd year of Ascendancy at 14:18 2 / 5Killed by Nerariatira the deformed cave bear at level 8 on the 7th Mirth 122nd year of Ascendancy at 16:37 Killed by Poruwe the cutpurse at level 23 on the 47th Haze 122nd year of Ascendancy at 11:09 Killed by Poruwe the cutpurse at level 23 on the 47th Haze 122nd year of Ascendancy at 13:01 Killed by thought-forged bowman at level 25 on the 32nd Regrowth 123rd year of Ascendancy at 05:44 |
Antimagic | Follower |
Primary Stats
Strength | 87 (base 63) |
Dexterity | 38.545467261064 (base 15) |
Constitution | 46.545467261063 (base 9) |
Magic | 11 (base 13) |
Willpower | 84.545467261064 (base 60) |
Cunning | 69.545467261064 (base 41) |
Resources
Life | 1611/1611 |
Hate | 96/100 |
Equilibrium | 30 |
Psi | 174/174 |
Healing Factor | 1.3660359087062 |
Regeneration | 37.206414599806 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 8.5454672610635 |
Offense: Mainhand
Damage | 178 |
Accuracy | 69 |
Crit Chance | 23% |
APR | 24 |
Speed | 0.91 |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 100.13943112722 (100%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 47 |
Physical Save | 74 |
Spell Save | 47 |
Mental Save | 62 |
Defense: Resistances
Acid | + 19%( 74%) |
Blight | + 36%( 84%) |
Arcane | + 48%( 84%) |
Cold | + 20%( 74%) |
All | + 14%( 74%) |
Darkness | + 26%( 82%) |
Physical | + 24%( 76%) |
Mind | + 34%( 74%) |
Fire | + 20%( 74%) |
Lightning | + 20%( 74%) |
Defense: Immunities
Stun Resistance | 75% |
Pinning Resistance | 0% |
Confusion Resistance | 31% |
Fear Resistance | 35% |
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.67 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Savage Hunter |
talent | Gloom |
talent | Antimagic Shield |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 62% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 49 mind and 46 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 83 Mind damage, and deal 78 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 39% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by walking corpse. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Mayybeth the orc warrior. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 547. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of squid ink. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Misfortune Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Wil +12 Cun +12 Con defense ------ Resistance +20% blight +40% arcane Max Resistance +10% blight +10% arcane Physical save +15 (+3 eff.) Spell save +30 (+10 eff.) Mind save +15 (+4 eff.) other ------- EQ/turn -1.00 Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | ![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +4 Fatigue +4% Physical save +20 (+5 eff.) Mind save +9 (+3 eff.) Curse of Nightmares Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life +60.00 Life Regen +17.00 Healmod +12% Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: defense ------ Armor +8 Defense +6 (+2 eff.) Resistance +6% acid +7% fire +7% lightning +7% cold Physical save +10 (+2 eff.) Curse of Madness A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Disrupt/Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 nature On-crit, radius 2 +8 cold On Hit: * 35 arcane resource burn * 10% chance to slow global speed by 67% While equipped: Stats +16 Str +10 Dex offense ------ Combat Speed +10% Damage +6% mind +21% physical Accuracy +76 (+17 eff.) On-Hit (Melee): * 20% chance to slow global speed by 67% * 20% chance to reduce all saves and defense by 39 defense ------ Defense +21 (+7 eff.) Resistance +3% mind Disarm Resist +70% Curse of Madness Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +8 (+2 eff.) Ignore Armor +5 defense ------ Armor +5 Mind save +10 (+3 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+10 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Shrouds Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con defense ------ Defense +2 (+1 eff.) Physical save +17 (+4 eff.) Mind save +8 (+2 eff.) Unlife -50.00 life Life +60.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +5 Defense +7 (+3 eff.) Max Resistance +4% all Physical save +12 (+3 eff.) other ------- Masteries +0.17 Wild-gift/Antimagic Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 488.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% light When Hit 6 light On-Hit (Melee): * 20% chance to slow global speed by 67% defense ------ Resistance +6% lightning +9% physical +3% mind Unlife -80.00 life Knockbk Resist +20% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (103). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Lck offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +12 (+4 eff.) Resist unseen 13% other ------- Masteries +0.22 Cursed/Gloom +0.22 Cursed/Endless hunt Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Fatigue -7% Life Regen +4.00 other ------- Masteries +0.31 Cursed/Gloom +0.31 Cursed/Fears Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +25% mind +5% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 39 defense ------ Resistance +6% mind Mind save +6 (+2 eff.) Confus Resist +24% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +10 (+4 eff.) Curse of Shrouds Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Life +26.00 Disarm Resist +31% Pinning Resist +32% Knockbk Resist +35% Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +5 Dex offense ------ Move Speed +14% Accuracy +19 (+5 eff.) defense ------ Defense +10 (+4 eff.) Curse of Madness Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Accuracy +11 (+3 eff.) Ignore Armor +15 defense ------ Defense +13 (+5 eff.) Physical save +8 (+2 eff.) Curse of Misfortune Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Str offense ------ Damage +15% cold defense ------ Armor +12 Resistance +30% cold Curse of Madness Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+14 eff.) Evasion +10% Curse of Corpses This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T3 shield armor [Random Unique] Disrupt/Master/Psionic When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-hit +12 physical On-crit, radius 2 +4 fire While equipped: Stats +1 Str +5 Dex +3 Wil offense ------ Damage +12% cold Ignore resists +20% fire Accuracy +9 (+2 eff.) defense ------ Armor +6 Fatigue +8% Resistance +12% arcane +13% physical Windwall +70 Slow Projectiles +17% other ------- Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+4 eff.) Fatigue +30% other ------- Talents +1 Block Curse of Nightmares This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Nature When used to Attack: Weapon Damage 51.5 - 61.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +147 On Hit: * 11% chance to reduce armor by 8% While equipped: offense ------ On-Hit 7 acid When Hit 3 acid defense ------ Armor +8 Fatigue +8% Resistance +9% acid +8% fire +8% lightning +6% cold other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego] Master When used to Attack: Weapon Damage 52.5 - 63.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +177 While equipped: defense ------ Armor +13 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 45.0 - 54.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +139 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Nature While equipped: defense ------ Armor +10 Defense +4 (+2 eff.) Fatigue +12% Resistance +5% acid +9% cold other ------- Breathe water Curse of Corpses A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+4 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+3 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Curse of Nightmares Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mindpower +2 (+1 eff.) defense ------ Defense +20 (+7 eff.) Physical save +6 (+1 eff.) Blind Resist +10% Teleport Resist +10% Curse of Corpses A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +9 Cun +7 Lck offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned Stealth +7 other ------- Disarm Traps +5 Infravision +4 Curse of Madness A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Dex +5 Wil +5 Cun +5 Con +7 Lck offense ------ Physical Power +13 (+3 eff.) defense ------ Resistance +3% lightning +6% temporal +9% darkness +6% blight Physical save +12 (+3 eff.) Mind save +10 (+3 eff.) Stealth +11 Life +74.00 other ------- Disarm Traps +12 Light +3 Infravision +5 Size +1 Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+1 eff.) Resistance +3% darkness +6% acid Crit Resistance 15.00% other ------- See Invisibility +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Life +80.00 Life Regen +4.00 Pinning Resist +10% other ------- Infravision +1 Curse of Misfortune A pair of boots made of leather. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Curse of Corpses Telekinetic Leap: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +3% Life Regen +5.00 Healmod +12% Curse of Misfortune Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() steady rough leather gloves of dexterity (+3) (Misfortune) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +1 Physical save +6 (+1 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Fire Breath: Effective talent level: 3.5 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 285.23 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Dex +3 Cun offense ------ Physical Power +7 (+2 eff.) Accuracy +5 (+1 eff.) Ignore Armor +9 defense ------ Armor +2 Resistance +7% blight Physical save +7 (+1 eff.) Spell save +9 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +6 (+2 eff.) Life +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +6 (+2 eff.) Ignore Armor +10 When Hit: * 22 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +7% blight Spell save +25 (+9 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() clarifying cashmere wizard hat of madness (Corpses) (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +8 Cun +1 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Mind save +20 (+5 eff.) Curse of Corpses Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 258 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Curse of Corpses Earth's Eyes: Effective talent level: 4.2 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 11. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore Armor +1 When Hit 2 physical defense ------ Armor +3 Fatigue +5% Physical save +11 (+2 eff.) Unlife -60.00 life other ------- Light +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +2 Defense +15 (+5 eff.) Physical save +3 (+0 eff.) Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 297.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Mindpower +15 (+4 eff.) defense ------ Resistance +30% mind +8% physical Life +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 242/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Mind Crit +3% Critical power +10.00% Mindpower +30 (+8 eff.) Ignore resists +20% mind Sting an enemy dealing 667 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 24% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Beresh the Thalore Cursed level 33
31st Pyre 123rd year of Ascendancy at 06:23 see stats
By Beresh the Thalore Cursed level 26
42nd Regrowth 123rd year of Ascendancy at 10:22 see stats
By Beresh the Thalore Cursed level 33
29th Pyre 123rd year of Ascendancy at 16:00 see stats
By Beresh the Thalore Cursed level 18
36th Dusk 122nd year of Ascendancy at 04:01 see stats
By Beresh the Thalore Cursed level 36
1st Flare 123rd year of Ascendancy at 15:33 see stats
By Beresh the Thalore Cursed level 35
10th Mirth 123rd year of Ascendancy at 23:12 see stats
By Beresh the Thalore Cursed level 22
24th Haze 122nd year of Ascendancy at 06:38 see stats
By Beresh the Thalore Cursed level 23
5th Decay 122nd year of Ascendancy at 14:49 see stats
By Beresh the Thalore Cursed level 34
7th Mirth 123rd year of Ascendancy at 08:25 see stats
By Beresh the Thalore Cursed level 19
52nd Dusk 122nd year of Ascendancy at 14:13 see stats
By Beresh the Thalore Cursed level 25
26th Regrowth 123rd year of Ascendancy at 15:03 see stats
By Beresh the Thalore Cursed level 24
13rd Regrowth 123rd year of Ascendancy at 23:51 see stats
By Beresh the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 21:35 see stats
By Beresh the Thalore Cursed level 20
65th Dusk 122nd year of Ascendancy at 15:50 see stats
By Beresh the Thalore Cursed level 30
20th Pyre 123rd year of Ascendancy at 12:45 see stats
By Beresh the Thalore Cursed level 40
25th Haze 123rd year of Ascendancy at 09:09 see stats
By Beresh the Thalore Cursed level 41
70th Haze 123rd year of Ascendancy at 12:21 see stats
By Beresh the Thalore Cursed level 23
47th Haze 122nd year of Ascendancy at 14:47 see stats
By Beresh the Thalore Cursed level 26
34th Regrowth 123rd year of Ascendancy at 12:59 see stats
By Beresh the Thalore Cursed level 31
28th Pyre 123rd year of Ascendancy at 03:04 see stats
By Beresh the Thalore Cursed level 35
7th Mirth 123rd year of Ascendancy at 12:11 see stats
By Beresh the Thalore Cursed level 26
42nd Regrowth 123rd year of Ascendancy at 10:22 see stats
By Beresh the Thalore Cursed level 10
1st Summertide 122nd year of Ascendancy at 21:45 see stats
By Beresh the Thalore Cursed level 26
42nd Regrowth 123rd year of Ascendancy at 10:22 see stats
By Beresh the Thalore Cursed level 23
50th Haze 122nd year of Ascendancy at 09:24 see stats
By Beresh the Thalore Cursed level 38
39th Dusk 123rd year of Ascendancy at 22:47 see stats
By Beresh the Thalore Cursed level 23
49th Haze 122nd year of Ascendancy at 14:45 see stats
By Beresh the Thalore Cursed level 30
21st Pyre 123rd year of Ascendancy at 08:20 see stats
By Beresh the Thalore Cursed level 16
27th Dusk 122nd year of Ascendancy at 06:36 see stats
By Beresh the Thalore Cursed level 32
28th Pyre 123rd year of Ascendancy at 11:45 see stats
Log
Beresh's mind surges with critical power!
Beresh receives 33 healing from Unnatural Body.
Beresh receives 24 healing from Unnatural Body.
You are yanked out of this place!
You gain 0.07 gold from the transmogrification of dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns).
You gain 0.80 gold from the transmogrification of ruby.
You gain 0.05 gold from the transmogrification of dwarven-steel helm of strength (+4) (Corpses) (0 def, 4 armour).
You gain 0.90 gold from the transmogrification of restful drakeskin leather gloves of spellstriking (Shrouds) (0 def, 3 armour).
You gain 0.33 gold from the transmogrification of blood-soaked pair of hardened leather boots of speed (Nightmares) (0 def, 3 armour).
You gain 0.05 gold from the transmogrification of reinforced leather armour (Corpses) (12 def, 7 armour).
You gain 0.10 gold from the transmogrification of cleansing hardened leather armour of acid resistance (Misfortune) (9 def, 6 armour).
You gain 1.17 gold from the transmogrification of Velyldamira (Misfortune) (25 def, 0 armour).
You gain 0.55 gold from the transmogrification of stargazer's silk robe of Angolwen (Nightmares) (0 def, 0 armour).
You gain 0.27 gold from the transmogrification of swashbuckler's stralite shield of physical resistance (+14%) (Corpses) (0 def, 8 armour, 44-53 power, 143 block).
You gain 0.90 gold from the transmogrification of Emowen the stralite dagger (Madness) (27-35 power, 9 apr).
You gain 0.19 gold from the transmogrification of stralite waraxe of crippling (Corpses) (32-44 power, 5 apr).
You gain 0.52 gold from the transmogrification of Borukhad the stralite mace (Madness) (48-67 power, 5 apr).
You gain 0.29 gold from the transmogrification of plaguebringer's stralite longsword of massacre (Nightmares) (42-59 power, 5 apr).
You gain 0.37 gold from the transmogrification of blazebringer's dwarven-steel greatsword of amnesia (Nightmares) (36-58 power, 2 apr).
You gain 0.33 gold from the transmogrification of caustic steel greatmaul of torment (Misfortune) (24-36 power, 2 apr).
You gain 0.53 gold from the transmogrification of enraging stralite amulet of healing.
You gain 0.03 gold from the transmogrification of shatter afflictions rune (absorb 66; cd 17).
You gain 0.06 gold from the transmogrification of regeneration infusion of the duelist (heal 229; 12 cd).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.